151 lines
5.1 KiB
C
151 lines
5.1 KiB
C
#include "lumenarium_editor_sculpture_visualizer_shaders.h"
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u32 fbo;
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Texture fbo_tex_c;
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u32 fbo_rbo;
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Geometry_Buffer fs_quad;
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Shader fs_shd;
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internal void
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ed_sculpture_visualizer_init(App_State* state)
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{
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Editor* editor = state->editor;
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String vert = xplatform_shader_program_get_vert(sculpture_shd);
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String frag = xplatform_shader_program_get_frag(sculpture_shd);
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String attrs[] = { lit_str("a_pos"), lit_str("a_uv") };
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String uniforms[] = { lit_str("proj") };
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editor->sculpture_shd = shader_create(vert, frag, attrs, 2, uniforms, 1);
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{
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glGenFramebuffers(1, &fbo);
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glBindFramebuffer(GL_FRAMEBUFFER, fbo);
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v2 wds = HMM_MultiplyVec2(editor->window_dim, editor->content_scale);
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s32 w = (s32)wds.x;
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s32 h = (s32)wds.y;
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fbo_tex_c = texture_create(
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(Texture_Desc){
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.w = w, .h = h, .s = w,
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.min_filter = GL_LINEAR,
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.mag_filter = GL_LINEAR,
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.fmt_internal = GL_RGBA,
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.fmt_data = GL_RGBA,
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},
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0
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);
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, fbo_tex_c.id, 0);
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glGenRenderbuffers(1, &fbo_rbo);
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glBindRenderbuffer(GL_RENDERBUFFER, fbo_rbo);
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glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, w, h);
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glBindRenderbuffer(GL_RENDERBUFFER, 0);
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glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER, fbo_rbo);
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u32 status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
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u32 complete = GL_FRAMEBUFFER_COMPLETE;
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if (status != complete)
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{
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#define GL_ENUM_ERROR_CASE(e, msg) case e: { printf("Error: %s - %s\n", #e, msg); } break
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switch (status) {
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GL_ENUM_ERROR_CASE(GL_FRAMEBUFFER_UNDEFINED, "");
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GL_ENUM_ERROR_CASE(GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT, "");
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GL_ENUM_ERROR_CASE(GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT, "");
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GL_ENUM_ERROR_CASE(GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER, "");
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GL_ENUM_ERROR_CASE(GL_FRAMEBUFFER_INCOMPLETE_READ_BUFFER, "");
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GL_ENUM_ERROR_CASE(GL_FRAMEBUFFER_UNSUPPORTED, "");
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GL_ENUM_ERROR_CASE(GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE, "");
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//GL_ENUM_ERROR_CASE(GL_FRAMEBUFFER_INCOMPLETE_LAYER_TARGETS, "");
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default: {
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os_gl_no_error();
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} break;
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}
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printf("Error: unable to complete framebuffer\n");
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}
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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String vert = xplatform_shader_program_get_vert(sculpture_comp_shd);
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String frag = xplatform_shader_program_get_frag(sculpture_comp_shd);
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String shd_a[] = { lit_str("a_pos"), lit_str("a_uv") };
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String shd_u[] = { lit_str("proj") };
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fs_shd = shader_create(vert, frag, shd_a, 2, shd_u, 1);
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fs_quad = unit_quad_create();
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vertex_attrib_pointer(fs_quad, fs_shd, 3, fs_shd.attrs[0], 5, 0);
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vertex_attrib_pointer(fs_quad, fs_shd, 2, fs_shd.attrs[1], 5, 3);
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}
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}
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r32 cam_theta = 0;
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u32 offset = 0;
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internal void
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ed_sculpture_visualizer(App_State* state)
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{
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Editor* ed = state->editor;
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#define SCULPTURE_VIZ_BLOOM 0
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#if SCULPTURE_VIZ_BLOOM
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glBindFramebuffer(GL_FRAMEBUFFER, fbo);
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os_gl_no_error();
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glClearColor(0, 0, 0, 1);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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glEnable(GL_DEPTH_TEST);
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#endif
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// Set the viewport to the current layout's region so that the sculpture
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// never overlaps any other ui elements
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UI_Layout l = *ed->ui.layout;
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v2 view_dim = HMM_SubtractVec2(l.bounds_max, l.bounds_min);
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v2 view_min = l.bounds_min;
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v2 view_max = l.bounds_max;
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v2 view_min_scaled = HMM_MultiplyVec2(view_min, ed->content_scale);
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v2 view_dim_scaled = HMM_MultiplyVec2(view_dim, ed->content_scale);
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glViewport(
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(s32)view_min_scaled.x,
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(s32)view_min_scaled.y,
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(u32)view_dim_scaled.x,
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(u32)view_dim_scaled.y
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);
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// TODO(PS): TEMPORARY CAMERA CODE
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cam_theta += 0.01f;
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r32 cam_r = 50;
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v3 camera_pos = (v3){ 0, -4.9, -cam_r };
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//camera_pos = (v3){sinf(cam_theta) * cam_r, -4.9f, cosf(cam_theta) * cam_r};
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r32 aspect = view_dim.x / view_dim.y;
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m44 proj = HMM_Perspective(72.0, aspect, 0.01f, 500);
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m44 view = HMM_LookAt(camera_pos, (v3){0,2,0}, (v3){0,1,0});
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shader_bind(ed->sculpture_shd);
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set_uniform(ed->sculpture_shd, 0, HMM_MultiplyMat4(proj, view));
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texture_bind(ed->sculpture_tex);
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geometry_bind(ed->sculpture_geo);
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u32 i = 1008;
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u32 j = 2868;
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u32 k = ed->sculpture_geo.indices_len;
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u32 h = (i * 6) + 3;
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geometry_drawi(ed->sculpture_geo, k, 0);
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// reset the viewport for all other rendering
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#if SCULPTURE_VIZ_BLOOM
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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v2 wds = HMM_MultiplyVec2(ed->window_dim, ed->content_scale);
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glViewport(0, 0, (s32)wds.x, (s32)wds.y);
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m44 ortho = HMM_Orthographic(0, ed->window_dim.x, ed->window_dim.y, 0, 0.01f, 200.0f);
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m44 scale = HMM_Scale((v3){ed->window_dim.x / 2, -ed->window_dim.y / 2, 100});
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m44 pos = HMM_Translate((v3){ed->window_dim.x / 2, ed->window_dim.y / 2, -99});
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m44 model = HMM_MultiplyMat4(pos, scale);
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m44 mvp = HMM_MultiplyMat4(ortho, model);
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shader_bind(fs_shd);
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set_uniform(fs_shd, 0, mvp);
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texture_bind(fbo_tex_c);
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geometry_bind(fs_quad);
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geometry_drawi(fs_quad, 6, 0);
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#endif // SCULPTURE_VIZ_BLOOM
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} |